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Core Games, Real Numbers:Comparative Stats for MMOs & Social Games
Emily Greer & Anthony Pecorella
GDC - March 5, 2012
What is Kongregate?• Open platform for games• 50,000+ games, 1300 uploaded monthly• 15M monthly uniques, male core gamers• Rev share with developers• Mix of ads & virtual goods• Acquired by GameStop July 2010
Hardcore gaming audience:• 85% Male, Average Age 21• Index very high for console, PC gaming
Deep Engagement: • Average user 40+ plays a month
Game discovery:• Tons of content, ratings &
recommendations to surface the best games
Deep community & social features: • Profiles, Points, Levels, Achievements• Friends, Chat, Comments, Forums, etc.
Site-wide virtual currency, Kreds: • Similar to Facebook Credits, APIs &
integrations very similar
Our Players Our Platform
A Short History of Kreds• Launched late 2008
• Took off in 2009 with MMOs & male-oriented social games
• Currently 100+ kreds games, majority of revenue
Brief Sales Pitch/ContextARPUs generally 60-100% higher than on Facebook for games on both platforms
– Everyone is a core gamer– Can pump a critical mass of socially-
connected gamers into a game quickly– Achievements incent players to get far enough
into the game to get addicted
Successful Game Genres Mostly multiplayer, some single-player
– RPGs – Collectible Card Games– Strategy / Empire Building – Tower Defense – Deathmatch / Live PvP – Sim / Management
What makes a game succesful?
The advantage of having a platform is that we have comparative stats
Common themes emerge with the most successful games
Background• ARPU: average revenue per user• ARPPU: average rev per paying user• Player: a registered user who loaded the game at least once• “Reg”: player with 10+ plays• “Addict”: player with 50+ plays• On scatter plots, bubble size reflects lifetime $$
ARPPU ARPU (Lifetime)A
RP
U
ARPPU
% Buyers ARPU (Lifetime)A
RP
U
% Buyers
Buyer Percentage Implications• Most games cluster around a 0.5% purchase rate
– For those games ARPU & Revenue mostly a function of ARPPU
• High % Buyer above reflects a broadly passionate audience– Revenue always good (especially for multiplayer games) but size
still a function of ARPPU
A Tale of Two ARPPUs• Closer look at two games with similar ARPUs, # of players,
and revenue but radically different ARPPUs • High ARPPU game:
– Average spend is $119, median $16
• Low ARPPU game– Average spend is $24, median $5
Whale of an ARPPU
High ARPPU game: • 40% of revenue comes from 2% of players who spend >$1,000• 90% of revenue from players spending $100+• Top whale has spent $6.7k
Still about the Whales
Low ARPPU game• 54% of revenue from 5% of players spending $100+ (but just 13% from
players $500+)• Only 9% of revenue from the 65% of buyers who spent <$10• Top whale has spent $1.3k• Whale spend is smaller, but $$s still dominated by a few high-paying players
First Advice#1 Make sure players can spend $1,000+
– If you make a fun game someone will want to spend an infinite amount. Don’t create a situation in which spending is capped by availability or utility.
#2 Don’t underprice– There is very little price elasticity below $5. It’s an emotional decision to spend for
progress and status, focus on that.– Use intro paid currency, first time buyer packages & deals to get people into the
habit of purchase– Higher prices allow for sales & special events later
How We Look at Retention• % Repeat
– What % of players ever return– Shows initial impressions/interest in the game
• Repeat Reg– What % of players who repeat become regulars?– How strongly is the player hooked in the early-middle parts of the game?
• Reg Addict– What % of regulars become addicts?– Engagement of end-game content
% Repeat Does Not CorrelateA
RP
U
% Repeat
Regs Addicts However…A
RP
U
Regs Addicts
The Most Important LessonLesson #3 – Look first to the end-game• Every high ARPU and high revenue game on Kongregate has a strongly social and competitive end-game. • Common features (mix and match)
– Guilds/leagues– Guild warfare or leaderboards– PvP (either synchronous and asynchronous)– Visible status & character progression– Guilds/leagues (it bears repeating)
In Soviet Russia, CCGs Collect You!
Tyrant
• By Synapse Games• Launched Feb 2011• 4.33 rating• 26M gameplays
Clash of the Dragons
• By 5th Planet Games• Launched Nov 2011• 3.89 rating• 2.8M gameplays
CCG v CCG - MonetizationTyrant
• Individual cards: $1.5 - $4• Booster packs: $0.75 - $4• 1st buyer: $10 gets $20• Daily individual deals• Tournament entry: $0.75,
or free with 4 packs• Energy: $1.50
Clash of the Dragons
• Rare cards: $7.5 - $10• Boosters: $1 - $10• Starter decks: $10• Weekly sales & specials• PvP and Tournaments:
free - $3, plus packs• Energy: $1
CCG v CCG – EndgameTyrant
• Large-scale endgame– Guild vs. Guild warfare – Giant asynch raids– Regular world-wide
tournaments w/ live PvP, leaderboards and prizes
• Minimal leveling benefits, no equipment
Clash of the Dragons
• Intimate social endgame– Guild co-op raids– Realtime small raids– Ad hoc mini tournaments,
competitive live PvP, no leaderboards, has prizes
• Has RPG leveling, skills, and equipment
CCG v CCG – Guild Value
• Tyrant– 6% of users are in factions– 41% of paying users are in
factions– ARPU for non-faction
members is $0.19, vs $3.87 for faction members
• Clash of the Dragons– 2.5% of users are in clans– Reported approximately
10x purchase rate of clan members vs. non-clan members
Guilds allow in-game communities to form and apply pressure both to return and to spend
CCG v CCG – Monthly StatsTyrant
• Reg Addict: 59.4%• MARPPU: $33.08• Whale rate: 1.34%• % Buyers: 2.26%• MARPU: $0.74
Clash of the Dragons
• Reg Addict: 66.8%• MARPPU: $59.65• Whale rate: 3.28%• % Buyers: 1.34%• MARPU: $0.81
Attack of the Tower Defense
• Bloons Tower Defense 4– by Ninjakiwi (Jan ‘10)
• GemCraft: Labyrinth– by GameInABottle (Apr ‘11)
• Kingdom Rush– by Ironhide (Dec ‘11)
• Defender’s Quest (Demo)– by Level Up Labs (Jan ‘12)
Attack of the Tower Defense
• Bloons Tower Defense 4– Additional maps ($1.50, 10%
– Upgrades ($0.40 - $1.50, 83%)
– Consumables ($0.20 - $0.30, 6%)
– 4.46 rating
• GemCraft: Labyrinth– “Premium” version with a few
extra options, skills, and bonus skill points ($5)
– 4.38 rating
• Kingdom Rush– “Premium” version with 2
extra maps, skills, bonus skill points, costumes ($3)
– 4.63 rating
• Defender’s Quest (Demo)– Full version (Acts 3 – 7, 3
more unit types, etc.) ($5)– 4.10 rating
Attack of the Tower Defense
• Bloons Tower Defense 4– Purchase rate: 2.10%– ARPPU: $4.35– ARPU: $0.09
• GemCraft: Labyrinth– Purchase rate: 3.33%– ARPPU: $5.00– ARPU: $0.16
• Kingdom Rush– Purchase rate: 1.67%– ARPPU: $3.00– ARPU: $0.05
• Defender’s Quest (Demo)– Purchase rate: 2.17%– ARPPU: $5.00– ARPU: $0.11
Tortoise vs. Hare, Business Sim DuelSwords & Potions
• By Edgebee Studios• Launched May 2011• 3.88 rating• 7M gameplays
Business Tycoon Online
• By Dovogame• Launched Feb 2011• 3.39 rating• 0.5M gameplays
Tortoise vs. Hare - RetentionSwords & Potions
• Slick and accessible• Effective tutorial• Very compelling early-
stage gameplay loop• Cooperative-only guilds• Endgame loses steam
Business Tycoon Online
• Dense, high learning curve• Rough tutorial & localization• Initial loop slow, progress is
not as clear• Competitive guilds• Deep, nearly limitless
endgame
Tortoise vs. Hare, Stats (Monthly)Swords & Potions
• Repeat: 55.6%• Repeat Reg: 56.9%• Reg Addict: 51.9%
Business Tycoon Online
• Repeat rate: 25.8%• Repeat Reg: 20.9%• Reg Addict: 60.1%
Tortoise vs. Hare - MonetizationSwords & Potions• Package prices: $1 - $50
• No bulk buying benefits
• Beginner packs: $8 - $20
• Nearly everything can be earned with soft currency
• Upgrades priced relatively low: $0.50 - $10
• Difficult to spend >$100
Business Tycoon Online• Package prices: $1 - $1000
• Bonuses for large purchases
• No beginner/intro package
• Lots of bonuses and items require hard currency
• Very confident prices in hard currency shop: $0.05 - $5000
• Difficult to spend <$100
Tortoise vs. Hare, Stats (Monthly)Swords & Potions
• % Buyers: 2.93%• MARPPU: $17.07• MARPU: $0.50
Business Tycoon Online
• % Buyers: 0.71%• MARPPU: $96.22• MARPU: $0.69
• Nearly identical lifetime ARPUs.• Winner: The hare! Initial retention
and popularity break the tie
Fantasy Online: A Coming of Age Tale
• By Pixelated Games (Jeromy Stroh)
• Launched May 2010• 4.20 rating• 5.7M gameplays
Fantasy Online: A Humble Start
• Popular and good retention, but couldn’t monetize well. Only sold aesthetic equips.
• First month (Jun ‘10) Monthly ARPPU: $5.50• Added new zones for modest growth to $8.50 in
Sept. Minimal updates for a few months.• Nov 2010 Monthly ARPPU: $8.11
Fantasy Online: Release the Guilds!
• Guilds launched in Dec 2010• Monthly ARPPU jumped to $12.93• Crafting, mining, XP potions, new zones
added, kept Monthly ARPPU in that higher range, growing to $18.66 by Jun 2011
Fantasy Online: Whale Hunting
• Jul 2011, “Gem Packs”, expensive “uber” items ($30+) were added to court whales
• Monthly ARPPU soared to $32.80• New content, new equipment slots, Halloween
event, grew to $36.23 in Nov 2011• Jan 2012: Guild Warfare, peak of $41.86
Fantasy Online: Monthly ARPPU
Fantasy Online: Monthly ARPPU
Dots indicate new “zones” added – content for players
Fantasy Online: Monthly ARPPU
Fantasy Online: Summary Stats
• Traffic stayed strong through high rating and repeated Kongregate promotion
• % Buyers generally ~1.1% with promotion, ~1.5% without
• Monthly ARPPU grew from $5.50 to $41.86• Monthly ARPU grew from $0.04 to $0.70
Fantasy Online: Takeaways
• Social elements like guilds drive monetization• Incentivizing purchases leads to bigger spends• Make sure you appeal to your whales• Keep content fresh to keep players interested• If a core game is fun, you can probably make it
monetize. The converse isn’t necessarily true.
The Value of Developer ActivityKeep feeding your players•Regular updates, new features, and events yield greater engagement and reduced fatigue.•Sales and specials can offer significant jumps in revenue.
The Value of Developer Activity
The Value of Developer Activity
The Value of Developer Activity